Mercenary's Counterattack in White Reach | World Anvil

Mercenary's Counterattack

Mission Profile

  • Mission Type: Standup Fight
  • Force Size: Special
  • Location: Twycross, Outskirts of Trellshire Heavy Industries
  • Time of Day: Late Morning
  • Weather: Cloudy. No severe windstorms predicted.
 

Situation Overview

Trellshire Heavy Industries has fallen to the invaders, and Priam Company finally has been given authorization for a combat action on company grounds. To that end, their commander has dispatched Xiphos Lance to buy time for the rest of Priam Company to mobilize while scrambling APCs and transports to attempt a rescue mission. On approach, the defenders leave the factory complex to engage Xiphos Lance amidst rugged cliffs.

Objectives

Xiphos Lance has a specific objective, and that is to keep the unidentified invaders from pressing an advantage further. To that end they are tasked with doing significant damage to the opposing BattleMechs and rendering them unable to fight. Sol's Star is seeking glory and honor in engaging worthy enemies, and are thus primarily interested in neutralizing the enemy combatants.

  • Minor Victory: If either side are forced to concede or withdraw from the field of battle.
  • Major Victory: All opposing units are destroyed or neutralized.
  • "Pyrrhic Victory": If the total unit losses exceed 50% of the battle force, in addition to either victory condition.
  • Setup

    This battle used the "Bloody Basin" Battlemat from Catalyst Game Labs as the battle area, as I lacked sufficiently varied map sheets to put four together for a larger area of operation. As a standard battle, both sides set up within one hex of their home edges and no more than two hexes from any other unit in their formations.

    For viewers who are unfamiliar with the features on the Battlemat, I have elected to add markers to show elevated terrain. The wooden hex chips represent areas which are Level 1 height, with dice showing greater elevations. (The light blue six-sided dice are used primarily for Level 2 hexes, while the spindown dice are used for higher numbers.) Not every hex is marked, as I soon determined where the bulk of the engagement was going to take place and acted accordingly - I also may have missed one or two. There are areas of forest and "Sublevel 1" trenches in places which I had no easy way to signal, to my chagrin. This will be corrected in any later engagements in which I use pre-designed combat maps.  

    Forces

    Aggressors: Xiphos Lance
    • VTR-9B Victor (Ellen Raster, 3/4; Lance Command)
    • BLK-7-KNT Black Knight ("Vandal" Grey, 2/4; Lucky 2)
    • CN9-A Centurion (Sofia Garrido, 4/5)
    • WHM-6R Warhammer (Marc Boleyn, 4/5)
    Defenders: Sol's Star
    • MAD-3R Marauder (3/4; Star Commander)
    • CPLT-C1 Catapult (3,4; Executive Officer)
    • Mad Dog Prime (3/4)
    • Timber Wolf Prime (3/4)
    • Dire Wolf Prime (3/4)
     

    Special Rules

    Heavy Battle Lance: Xiphos Lance uses a formation known as a 'Heavy Battle Lance' which gives them the benefit of up to six rerolls on Gunnery or Piloting skill rolls. Any unit within this formation may use these rerolls, but only once for any failed skill roll. Furthermore, no single unit can use more than four of these rerolls in a scenario.

    Zellbrigen: Sol's Star are expected to obey zellbrigen for the engagement. Each Clan 'MechWarrior designates one target within line of sight not already claimed by another Star member. Changing targets is only permitted once the previous target has been neutralized. Zellbrigen will be suspended after any non-Clan unit chooses to fire on a unit already occupied with a different target. This goes into effect on the following turn.

    Forced Withdrawal: Xiphos Lance is held to 'Forced Withdrawal' rules. When any of the following conditions are met, the mercenary units will attempt to leave the field by their home edge. If this is not possible to do in a safe manner, any mercenaries will surrender in position.
    • If a BattleMech expends all their ammunition and has no more available weapons.
    • If a BattleMech loses one side torso location due to damage.
    • If a BattleMech sustains internal damage in two torso locations or three limb locations.
    • If a BattleMech suffers two Engine hits or one Engine hit and one Gyro hit.
    • If a BattleMech is rendered immobile or otherwise unable to escape the battlefield.
    Solahma: Sol's Star are old, disgraced, or otherwise "expendable" Clan 'MechWarriors expected to find a way to die in a blaze of glory. As such, they do not follow 'Forced Withdrawal' rules and are only considered eliminated when it is entirely impossible for their 'Mechs to contribute to the battle. This means being rendered permanently prone due to a destroyed leg, or unable to deal damage short of a physical attack.

    Contained Ammo Explosions: Clan BattleMechs and OmniMechs are equipped by a special piece of equipment called 'CASE' which contains ammunition explosions to the location in which the ammo is stored. Any time a bin of ammunition would explode, excess damage does not transfer from the original location as per the damage transfer diagram.

     

    House Rules

    A number of house rules are in effect, mostly to keep this game in line with other Priam Company tabletop engagements.

    Campaign Continuity: Due to damage taken in the previous engagement, Sol's Star is now containing only the Dire Wolf Prime, Mad Dog Prime, and MAD-3R Marauder. The Mad Dog is suffering from compromised armor on the Rear Left and Rear Center Torso. Ignore all armor on those locations when necessary.
    Pilot Ejection: When a 'Mech is destroyed in a fashion which could be lethal to the 'MechWarrior, such as a head shot or an ammunition explosion, they may make a Piloting Skill Roll (PSR). Apply all modifiers due to damage incurred up until the final blow (+1 TN for each 20 points of damage), and add an additional +1 for each wound the 'MechWarrior has suffered. If the roll succeeds, the 'MechWarrior has managed to have reflexes just fast enough to evade becoming chunky salsa.

    Changes to Turn Structure

    Initiative Phase: Initiative flows similarly to how Harebrained Schemes' BattleTech game developed it. Units act in an ascending order of weight class from Light to Assault, with combat vehicles (if present) acting before 'Mechs in each weight class. At any point a player may "reserve" their remaining units yet to act into the next phase of combat. During a phase, each player takes alternating moves for each eligible unit, until they reserve or have no more pieces to move. In this scenario, the Aggressors must make the first move.
    Weapons Phase: Weapons are declared as per the initiative order, but no reserving is possible in this phase. Each "round" of weapons firing is determined by when the units fired. The earlier they moved, the earlier they may declare their weapons. Only AFTER all weapons have been declared are any attack rolls made, to preserve the original intent of turn structure.    

    Battle Report

    Author's Note: I have kept a running record of the shots made and their results (though not the rolled numbers) to illustrate just how much was being volleyed back and forth. They will be hidden inside spoiler blocks, grouped with regards to similar targets or groupings firing at the same target.  
    Show spoiler
    The format of attacks will be: "Firing Unit" x "Target Unit", followed by modifiers to show what goes into the target numbers. Due to the complexity of defense modifiers, the movement-related numbers are not added to these. After this, the weapons will be listed by type and showing whether they missed or hit (and what location). Missiles will be listed with how many in the clustering group hit, followed by where and how much damage was recorded. The Heat levels will be indicated by how far they are off "zero" rather than as a cumulative total, with "+8" meaning the 'Mech is standing at 8 points of Heat buildup. Finally, the state of units such as whether they needed to make a Piloting Skill Roll (PSR) or avoid heat effects will be shown.
     

    Prelude

    (Image Link)
    "Okay, Xiphos Lance, listen up." Ellen's voice carrying a tension which Vandal's had been lacking. "We have no idea what we'll be facing so the plan is to engage carefully. The invaders have shown to focus their attention on single targets, so we are going to focus fire on one target at a time until they go down and stay down. First and foremost, we're buying time so the transports can evacuate people."

    "Contact." This was the other fresh recruit, Boleyn. His Warhammer was keeping pace with Sofia's Centurion for now, until he started to fall back. The arms of his 'Mech rose to point forward, being two Particle Projection Cannons replacing the arms from the 'elbow' joint down. "Three sensor contacts at long range, I'm seeing it as an Assault-class and two Heavy-class 'Mechs. System's not making anything else out for now."

    "The Smoke Jaguar claims this territory. Identify the forces that defend it so that we from the mists of space may know on whom we pounce."

    "Enemy 'Mechs, this is Lance Commander Ellen Raster of Priam Company. We are coming to the aid of Trellshire Heavy Industries, by their request. You are not welcome. Turn around and leave now."

    "Xiphos Lance is four 'Mechs strong and we'll face you with everything we've got. This is your last chance to depart peacefully. You've been warned."

    The enemy responded much quicker this time. "Bargained and done. We will sweep the mercenary trash from this place and bring your shattered BattleMechs back as proof of our superior skill." Then there was a click, the broad-range channel closing.
     

    Turn One

    (Image Link)
    Xiphos Lance begins to approach, with the Victor choosing to take an alternative path using the heights as cover. In contrast, Sol's Star takes to the open field and sticks together, issuing their challenges. Confused at first, the Lance Commander instructs her subordinates to 'stick to the plan' while the Centurion and Black Knight are all for taking the challenge head-on.  

    Turn Two

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    The combatants continue to close range, with the Mad Dog entering a valley which complicates their line of sight. Xiphos Lance's Black Knight reorients themselves to move towards the middle of the battlefield, while the Dire Wolf continues advancing to the same. Eager to prove himself, and having found no glory in the previous battle, the trueborn Clan 'MechWarrior was seeking a challenger worth his time. The Centurion's 'MechWarrior answers and lines up a shot with her weapons at long range. The fire goes wide, but the return volley hits with a devastating impact which shreds much of the armor off the Centurion. Yet it remains standing.  
    Show spoiler
    # Dire Wolf x Centurion: 4x ERLL, 2x UAC/5 (2), 1x LRM 10. Medium Range, Medium Range, Medium Range. Gunnery 3. Target (9/9/9)
  • ERLL: Miss, Miss, Hit CT, Hit RA.
  • UAC/5: Miss, Hit (2) LT LA.
  • LRM 10: Miss.
  • (Heat: +10)
  • # Centurion x Dire Wolf: 1x AC/10, 1x LRM 10. Long Range, Medium Range. Gunnery 4. Target (11/9)
  • AC/10: Miss.
  • LRM 10: Miss.
  • (Heat: 0) (PSR: Success.)
  •   The Marauder likewise issues a challenge to the Warhammer moving along the left side of the battle area. Believing this to be an attempt to flank the current combat, he issues a challenge to the Warhammer and opens fire with his PPCs. Both 'Mechs fail to hit their targets, but now the mercenaries are aware they cannot just flank the enemy.  
    Show spoiler
    # Marauder x Warhammer: 2x PPC, 1x AC/5. Long Range, Long Range. Gunnery 3. Target (10/10)
  • PPC: Miss, Miss.
  • AC/5: Miss.
  • (Heat: +7)
  • # Warhammer x Marauder: 2x PPC. Long Range. Gunnery 4. Target (12)
  • PPC: Miss, Miss.
  • (Heat: +4)
  •   Lacking any other viable targets, the Mad Dog chooses to target the Black Knight which has moved along the right side of the same ridge as the Warhammer. While it unloads a considerable array of weapons fire, this seems to do little to bother the Black Knight.  
    Show spoiler
    # Mad Dog x Black Knight: 2x LPL, 2x LRM 20. Medium Range, Medium Range. Gunnery 3. Target (6/8)
  • LPL: Miss, Hit LT.
  • LRM 20: Hit (12), Hit (20). LT 10, RL 0, CT 7, RA 5, LL 0.
  • (Heat: +14)
  • # Black Knight x Mad Dog: 1x PPC, 2x LL. Medium Range, Long Range. Gunnery 2. Target (7/9)
  • PPC: Miss.
  • LL: Hit LA, Hit LT.
  • (Heat: +6) (PSR: Success.)
  •  

    Turn Three

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    As of now, the combat has joined and the Clan 'MechWarriors are advancing with aggressive intent. The buildup of heat in their systems has them slowing down slightly, and thus Xiphos Lance begins maneuvering to engage. The Centurion lunges forward to close the distance with the Dire Wolf, who seems ecstatic to engage someone with the will to challenge something twice its size. They exchange weapons fire again, this time is not quite as fortunate. The Centurion stumbles, and then falls over into an unmoving heap.  
    Show spoiler
    # Centurion x Dire Wolf. 1x AC/10, 1x LRM 10, 1x ML. Medium Range, Short Range, Medium Range. Gunnery 4. Target (8/6/8)
  • AC/10: Miss.
  • LRM 10: Hit (8). RA 5, RL 0
  • ML: Hit CT.
  • (Heat: +2) (PSR: Failure. Damage to CT causes destruction.)
  • # Dire Wolf x Centurion. 4x ERLL, 2x UAC/5, 4x MPL, 1x LRM 10. Short Range, Short Range, Short Range, Short Range. Gunnery 3, Heat +1. Target (8/8/6/8)
  • ERLL: Miss, Miss, Miss, Hit CT (2 IInternal).
  • UAC/5: Hit CT (5 Internal), Miss
  • MPL: Hit RA (1 Internal Hit LT, Miss, Hit CT (7 Internal).
  • LRM 10: Miss.
  • (Heat: Shutdown)
  •   Meanwhile, the Warhammer wheels around to keep its distance, the Marauder pursuing it warily as both exchange bursts of PPC fire. The Marauder manages to land a hit, in time to notice what is going on to their Starmates.  
    Show spoiler
    # Warhammer x Marauder. 1x PPC. Long Range. Gunnery 4. Target (11)
  • PPC: Miss.
  • (Heat: 0)
  • # Marauder x Warhammer. 1x PPC, 1x AC/5. Long Range. Gunnery 3. Target (9/9)
  • PPC: Hit LT.
  • AC/5: Miss
  • (Heat: +4)
  •   The Mad Dog climbs out of the ravine it had entered, forcing itself to continue closing on the Black Knight, which doesn't move at all to take careful aim at the approaching OmniMech. However, now the careful planning of the mercenaries comes into play as the Victor jumps over the ridge into the fray, training its massive AC/20 on the rear of the Mad Dog. As the Black Knight takes some damage to its arms, its return salvo proceeds to savage the Mad Dog while the Victor's Autocannon tears through the right torso from the rear.  
    Show spoiler
    # Mad Dog x Black Knight. 2x LPL, 2x MPL. Medium Range, Medium Range. Gunnery 3, Heat +2. Target (6/6)
  • LPL: Hit LL , Miss.
  • MPL: Hit LA, Hit RA.
  • (Heat: Shutdown)
  • # Black Knight x Mad Dog. 1x PPC, 2x LL. Medium Range, Medium Range. Gunnery 2. Target (5/5)
  • PPC: Hit LA (2 Internal; MPL Hit, U. Actuator Hit)
  • LL: Hit LT, Hit CT.
  • (Heat: +14) (Shutdown avoided.)
  • # Victor x Mad Dog. 1x AC/20, 2x ML, 1x SRM 4. Short Range, Short Range, Short Range. Gunnery 3. Target (7/7/7)
  • AC/20: Hit RT:R (13 Internal; LRM Ammo Explosion. RT Destroyed, 2x Engine Hit.). (Used Lucky)
  • ML: Hit RA (5 Internal), Hit RT:R (Transfer to CT:R; 5 Internal).
  • SRM 4: Miss.
  • (Heat: +5)
  •  

    Turn Four

    (Image Link)
    As the Spheroid mercenaries have broken the honor of Zellbrigen, Sol's Star opts to begin focusing down targets as much as it can. The Mad Dog is waiting to restart, and the Marauder pursues the Warhammer to keep the pressure on so it can't move in. The Lance Commander tries to reach the Centurion's pilot, to find no answer, and orders the Lance to pick their targets as appropriate. The Black Knight opts to cool off a bit and take a shot at the immobile Mad Dog, while the Victor moves in aggressively on the Dire Wolf. The Assault 'Mech is unable to keep its footing with the power off, and it falls over onto its left side with a heavy crash.  
    Show spoiler
    # Victor x Dire Wolf. 1x AC/20, 1x ML, 1x SRM 4. Short Range, Short Range, Short Range. Gunnery 3, Target Immobile -4. Target (0/0)
  • AC/20: Hit LL.
  • ML: Hit LL.
  • SRM 4: Hit (3). RA 2, RL 2, H 2. (Target takes 2 wounds.)
  • (Target falls, Left Side. LL 5, LA 5)
  • (Heat: +4)
  • # Black Knight x Mad Dog. 1x PPC. Medium Range. Gunnery 2, Heat +2, Target Immobile -4. Target (2)
  • PPC: Hit CT.
  • (Heat: +4)
  • # Marauder x Warhammer. 2x PPC, 2x ML, 1x AC/5. Short Range, Medium Range, Short Range. Gunnery 3. Target (6/8/6)
  • PPC: Hit CT, Hit RA.
  • ML: Miss, Miss.
  • AC/5: Hit RA.
  • (Heat: +15) (Shutdown avoided.)
  • # Warhammer x Marauder. 2x PPC, 2x ML, 1x SRM 6. Short Range, Medium Range, Medium Range. Gunnery 4. Target (7/9/9)
  • PPC: Hit LA, Miss.
  • ML: Miss, Miss.
  • SRM 6: Hit (3). RL 2, CT 2, LT 2.
  • (Heat: +12) (PSR: Success)
  •  

    Turn Five

    (Image Link)
    The Clan forces are in a bad position now, as the Mad Dog opts to maneuver to engage the Black Knight which has suffered considerable damage thus far. Similarly, the Dire Wolf fights itself back to its feet and tries to shift to keep the Victor from continuing to ravage it. The Victor, however, has no intention to stay in combat with the other Assault 'Mech. Yet it has nowhere easily to escape to which the Dire Wolf cannot bring its weapons to bear, so it settles for trying to jump the ridge to the left and the Dire Wolf pursues. The Warhammer continued to advance on the Marauder, to keep the pressure on, while the Marauder was faced with a foe not intimidated by the serious damage it was taking. Due to the stress on the engine, however, the Marauder could not completely outmaneuver the Warhammer. Thus it wound up being struck in the rear by both the mercenary 'Mechs.  
    Show spoiler
    # Marauder x Warhammer. 2x ML. Short Range. Gunnery 3, Heat +2. Target (8)
  • ML: Hit RT, Miss.
  • (Heat: +5)
  • # Warhammer x Marauder. 2x ML, 2x SL, 2x MG, 1x SRM 6. Short Range, Short Range, Short Range, Short Range. Gunnery 4, Heat +1. Target (8/8/8)
  • ML: Hit LT, Miss.
  • SL: Hit LT, Miss.
  • MG: Hit RL, Miss.
  • SRM 6: Miss.
  • (Heat: +6)
  • # Victor x Marauder. 1x AC/20, 1x SRM 4. Medium Range, Medium Range. Gunnery 3. Target (9/9)
  • AC/20: Hit H. (Lucky Used.)
  • SRM 4: Miss.
  • (Target Destroyed. Pilot Ejected.)
  • (Heat: +3) (PSR: Failure, +1 Wound. Right Side; RL 5, LT 5)
  •  
    Show spoiler
    # Mad Dog x Black Knight. 1x LPL, 1x MPL. Short Range, Short Range. Gunnery 3, Actuator Damage +1 (LPL, MPL). Target (5/5)
  • LPL: Hit H (1 Internal).
  • MPL: Hit LT (7 Internal)
  • (Heat: +2)
  • # Black Knight x Mad Dog. 2x LL, 2x ML. Short Range, Short Range. Gunnery 2. Target (5/5)
  • LL: Hit RL, Miss.
  • ML: Hit LA (5 Internal), Hit LL.
  • (Heat: +6)
  •  
    Show spoiler
    # Dire Wolf x Victor. 2x ERLL, 4x MPL, 2x UAC/5 (2), 1x LRM 10. Short Range, Short Range, Short Range, Short Range. Gunnery 3. Target (7/5/7/7)
  • ERLL: Hit CT, Miss.
  • MPL: Hit RL, Hit RL, Hit RT, Hit LA.
  • UAC/5: Miss, Miss.
  • LRM 10: Hit (10). RA 5, LA 5.
  • (Heat: +6)
  •   In a massive exchange of weapons fire, a number of things happen which are unfortunate. The Dire Wolf's salvo staggers the Victor, causing its Autocannon to veer higher and shear through the head of the Marauder. The Mad Dog and Black Knight continue trading off hits, only now the Black Knight has a large burn scar along the right side of its head from one of the pulse lasers.  

    Turn Six

    (Image Link)
    Xiphos Lance continues to push the attack, since the Marauder is out and the Mad Dog is barely functional at this point. The plan is to finish it off before the Dire Wolf can decisively end any of the mercenaries, which is easier said than done. The Victor gets back on its feet and scrambles to try to reach cover, but the Dire Wolf is pursuing with vengeance on the mind. The shots are not completely clean, but this is not as important as teaching the mercenary a lesson. The Victor absorbs the punishment, and its return fire shears off half the armor from the left torso of the Assault 'Mech.  
    Show spoiler
    # Dire Wolf x Victor. 2x ERLL, 4x MPL, 2x UAC/5, 1x LRM 10. Short Range, Short Range, Short Range, Short Range. Gunnery 3. (Target: 6/4/6/6)
  • ERLL: Hit CT, Miss.
  • MPL: Hit LT, Hit LL.
  • UAC/5: Hit RT, Hit LL
  • LRM 10: Hit (3). LA 3.
  • (Heat: +4) (PSR: Success)
  • # Victor x Dire Wolf. 1x AC/20, 1x ML. Medium Range, Medium Range. Gunnery 3. Target (5/5)
  • AC/20: Hit LT.
  • ML: Hit RT.
  • (Heat: 0) (PSR: Success)
  •   The Mad Dog works to evade the Black Knight, intending to put the wounded Warhammer out of combat. In the process, the Black Knight and Warhammer both attempt shots at the heavily-damaged OmniMech. Shots shear off most of the remaining armor off the torso, and yet it continues to stand.  
    Show spoiler
    # Mad Dog x Warhammer. 1x LPL, 1x MPL, 1x LRM 20. Medium Range, Medium Range, Short Range. Gunnery 3, Actuator Damage +1 (LPL, MPL). Target (7/7/8)
  • LPL: Hit LA.
  • MPL: Miss
  • LRM 20: Miss.
  • (Heat: +10) (PSR: Success)
  • # Black Knight x Mad Dog. 1x PPC, 1x LL. Short Range. Gunnery 2. Target (5)
  • PPC: Hit LT:R (10 Internal).
  • LL: Hit CT:R (7 Internal)
  • (Heat: +6)
  • # Warhammer x Mad Dog. 1x PPC. Short Range. Gunnery 4. Target (7)
  • PPC: Hit CT (5 Internal).
  • (Heat: 0)
  •  

    Turn Seven

    (Image Link)
    Xiphos Lance has now been considerably worn down and work to outmaneuver the Dire Wolf so they can properly converge on it. The Mad Dog continues approaching the Warhammer, which meets it for a close-range exchange. The Black Knight and Victor converge to ensure the OmniMech is down, out, and no longer an issue. What remained was an unsalvageable pile of metal and myomer.  
    Show spoiler
    # Mad Dog x Warhammer. 1x LPL, 1x MPL, 1x LRM 20. Short Range, Short Range, Short Range. Gunnery 3, Heat +1, Actuator Damge +1 (LPL, MPL). Target (6/6/7)
  • LPL: Hit RA.
  • MPL: Hit RT.
  • LRM 20: Hit (12). CT 10, RA 2.
  • (Heat: +18)
  • # Warhammer x Mad Dog. 2x ML, 2x SL, 2x MG, 1x SRM 6. Short Range, Short Range, Short Range, Short Range. Gunnery 4. Target (6/6/6/6)
  • ML: Hit RL, Hit CT (5 Internal). (Target Destroyed)
  • SL: Hit LL, Miss.
  • MG: Hit CT, Miss.
  • SRM 6: Hit (4). CT 2, RL 4, RA 2.
  • (Target Destroyed. Pilot Killed.)
  • (Heat: 0)
  • # Black Knight x Mad Dog. 2x LL. Medium Range. Gunnery 2. Target (6)
  • LL: Miss, Miss.
  • (Target Destroyed. Pilot Killed.)
  • (Heat: +4)
  • # Victor x Mad Dog. 1x AC/20, 2x ML, 1x SRM 4. Short Range, Short Range, Short Range. Gunnery 3. Target (5/5/5)
  • AC/20: Hit RT.
  • ML: Hit RA (Transfer to CT), Hit RL.
  • SRM 4: Hit (3). LT 4, LA 2.
  • (Target Destroyed. Pilot Killed.)
  • (Heat: +2)
  •   The Dire Wolf is in pursuit of the Victor, but cannot find a clear line of fire to it. Instead, the 'MechWarrior opts to lie in punish the Warhammer as much as it can. Laser shots savaged the Heavy 'Mech, until the ammunition stored in the center torso ignited and caused the Warhammer to split in half at the waist. The pilot did not have a chance to react, only scream before the comms went silent. Meanwhile, plumes of fire consumed the left arm of the Dire Wolf as ammunition exploded from the intense temperatures of an Assault 'Mech on the warpath.  
    Show spoiler
    # Dire Wolf x Warhammer. 4x ERLL, 4x MPL, 2x UAC/5 (2). Short Range, Short Range, Short Range. Gunnery 3. Target (6/4/6)
  • ERLL: Hit H (1 Internal), Hit CT (3 Internal), Hit RT, Hit LT.
  • MPL: Hit LL, Hit LA, Hit LA (4 Internal), Hit CT (7 Internal; Engine Hit x2, MG Ammo Explosion; Unit Destroyed)
  • UAC/5: Hit LT (5 Internal; ML Hit, MG Hit), Hit LT (5 Internal; SL Hit).
  • (Target Destroyed. Pilot Killed.)
  • (Heat: +28) (Shutdown avoided. Ammo Explosion, Left Arm Destroyed.)
  •  

    Turn Eight

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    Finally, it was the battered Assault 'Mech remaining against the last two 'Mechs of the mercenary lance - and the trueborn was unwilling to back down. But these were seasoned veterans remaining, and they knew better than to give the Dire Wolf another shot at a full frontal salvo. Even with steam rising off of its body, even missing an arm, it was clearly still a danger. And so the Black Knight's 'MechWarrior hung back to watch, and the Victor arranged for a jump which brought them down behind the target. The Dire Wolf could only twist to bring its arm to bear, now.  
    Show spoiler
    # Dire Wolf x Victor. 2x ERLL, 2x MPL. Short Range, Short Range. Gunnery 3, Heat +4. Target (10/8)
  • ERLL: Miss, Miss.
  • MPL: Hit LA (7 Internal), Miss.
  • (Heat: +16) (Shutdown avoided.) (PSR: Success)
  • # Victor x Dire Wolf. 1x AC/20, 1x ML. Short Range, Short Range. Gunnery 3. Target (6/6)
  • AC/20: Hit RL.
  • ML: Hit RT:R.
  • (Heat: +4)
  •   The exchange of damage has the mercenaries wondering just how much more punishment this Assault 'Mech can take. The decision is made to try to escape before more serious damage is taken by the two remaining mercenary 'Mechs.  

    Turn Nine

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    Xiphos Lance decided to try to disengage, with the Black Knight moving to offer covering fire to the slower Victor. The Dire Wolf was suffering from a considerable amount of waste heat causing its movements to be impaired. If there was any chance to escape, it was now. Similarly, if there was any chance to land a decisive blow... it was now.  
    Show spoiler
    # Dire Wolf x Victor. 2x ERLL, 2x MPL, 1x UAC/5 (2), 1x LRM 10. Short Range, Short Range, Short Range, Short Range. Gunnery 3, Heat +2. Target (7/5/7/7)
  • ERLL: Hit RA, Hit LT (7 Internal; SRM 4 Hit)
  • MPL: Hit RA (7 Internal), Hit RA (6 Internal; Arm Destroyed) transfer into RT (1).
  • UAC/5: Miss.
  • LRM 10: Miss.
  • (Heat: +16)
  • # Black Knight x Dire Wolf. 1x PPC, 2x LL. Medium Range, Long Range. Gunnery 2. Target (6/8)
  • PPC: Miss.
  • LL: Hit LL, Hit CT.
  • (Heat: +8)
  • # Victor x Dire Wolf. 1x AC/20, 1x SRM 4. Medium Range, Medium Range. Gunnery 3. Target (7/7)
  • AC/20: Hit H.
  • SRM 4: Hit (2). CT 2, RA 2
  • (Target Destroyed. Pilot Killed.)
  • (Heat: +1)
  •   And in one barrage from the Dire Wolf's right arm, the Victor loses its weapon and comes close to being destroyed. In a simultaneous exchange, the Victor's Autocannon rips through the cockpit and out the armor on top of the torso. Against all odds, Xiphos Lance has prevailed... but they cannot stop to salvage or even search for survivors.  

    Aftermath

    Reports are coming in from elsewhere on Twycross, of the invading Clan forces sweeping through the Tamar March Militia with a steady push. In some places, their victory was simple and without trouble. In other places, it was hard-fought but still an inevitable victory. Clan Jade Falcon was steadily taking over the cities and important industrial centers, and it was only a matter of time before they noticed Trellshire Heavy Industries.

    There is no more time. Priam Company must immediately mobilize to rescue as many civilians from the factory complexes as they could, while rapidly repairing their surviving 'Mechs. There had already been two Maxim Hover Transports and two Hover APCs dispatched on a rescue mission alongside Xiphos Lance. The severity of the battle meant the transports needed to take a wide path to their target. One of the APCs had been diverted to see if any survivors could be found, it was not expected any would be located. Victory had cost a great deal...

    With planetary air superiority lost, sending a DropShip to collect the Victor and Black Knight was not an option. And without that option, survivors would have to fend for themselves and make for Salmacis. It's a long walk back, and many systems are turned off to provide a modicum of steath.  

    Damage Report

    • BL-7-KNT Black Knight: Left Arm (3 Armor), Right Arm (12 Armor), Left Torso (20 Armor, 25% Structure), Center Torso (7 Armor), Head (9 Armor, 50% Structure)
    • VTR-9B Victor: Left Arm (15 Armor, 50% Structure), Left Leg (12 Armor), Right Arm (15 Armor, Destroyed), Right Leg (19 Armor), Left Torso (20 Armor, 25% Structure; SRM 4 Destroyed), Right Torso (8 Armor), Center Torso (20 Armor)
    • WHM-6R Warhammer. Destroyed.
    • CN9-A Centurion. Destroyed.
     

    Medical Report

    • Ellen Raster: 1 Wound
    • "Vandal" Grey: 1 Wound
    • Marc Boleyn: Pilot MIA, Presumed Dead.
    • Sofia Garrido: Pilot MIA, Presumed Dead.
     

    Campaign Progress

    The first five 'Mechs belonging to Sol's Star are now entirely out of action, with one survivor currently. Priam Company can expect to have half the usual repair cycle time (four hours per team), unless circumstances change this. Availability rolls allow them to have the requisite spare parts on hand to properly repair their Victor, if they have the time to spend with such a daunting task as rebuilding the right arm from parts. The remnants of Sol's Star, on the other hand, are forced to be retrieved by allies. The Dire Wolf and Marauder may be potentially repaired, but it is unclear whether the Timber Wolf or Catapult have suffered damage too extensive to repair.

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